Tumgik
#indiestudio
studiowitchstar · 5 days
Text
The Final Farewell
Our debut game, The Final Farewell, is now available to play on Steam!
The Final Farewell is a cosy narrative adventure about finding peace in death, and learning to let go. As a lost ghost, befriend wayward mortals and piece together misty memories. Lay to rest the echoes of the past and discover the truth of your own demise.
We have an introductory discount of 20% until the 29th of April. For the price of a coffee, it's worth a look!
2 notes · View notes
coloragames · 1 year
Text
Feliz primeiro aniversário, Colora Games!
Tumblr media
Hoje o Colora Games faz o seu primeiro aniversário, e isso com certeza merecia uma ilustração especial! 🎉
Desde o dia em que eu comecei a divulgar o Colora, várias coisas aconteceram. Eu tive oportunidades e conheci pessoas muito legais, aprendi muito com certeza, cheguei na marca de 100 seguidores no Instagram (e isso é muita gente! Agradeço demais), recebi dicas valiosas e apoio de várias pessoas, abri a campanha de financiamento coletivo… Enfim, muitas coisas a agradecer. Estar nesse processo de desenvolvimento é algo muito enriquecedor, pois me permite me desenvolver de diferentes formas, seja em habilidades propriamente ditas ou mesmo em questões mais internas, e eu sou muito grata por existirem pessoas que querem acompanhar esse processo, que querem ver o que o estúdio tem a mostrar.
Durante todo o decorrer desse 1 ano, várias ideias foram repensadas, em relação a como eu quero seguir com o Colora e em questão de desenvolvimento das Visual Novels mesmo.
Eu sou muito feliz por ter criado o Colora e estar progredindo nele. Podem existir frustrações pelo caminho, mas o sentimento de ver tudo tomando forma supera qualquer tipo de dificuldade. Que venham os próximos anos de Colora, com ainda mais coisas pra contar!
Feliz primeiro aniversário, Colora! E muito obrigada a vocês por terem decidido acompanhar essa colorida jornada. Muito obrigada por todo o apoio, ele é muito importante pro Colora continuar firme e forte!
Nos vemos na próxima! 💖
🅰️ Apoie o Colora Games e receba recompensas exclusivas: https://apoia.se/coloragames
🎮 Acompanhe o Colora Games nas outras redes sociais: http://linktr.ee/colora_games
Tumblr media
2 notes · View notes
kirousgames · 2 years
Photo
Tumblr media Tumblr media
Rustforge is a game about exploration, growth and protecting everything you've managed to build with hard work. Are you up to it!?
2 notes · View notes
taqato-alim · 4 months
Text
Analysis of: YouTube video "Découvrez les Coulisses de A Plague Tale Requiem la pépite d'Asobo Studio" by Julien Chièze
youtube
The term "document" in the following text refers to the video's subtitles.
Summary of the key discussions:
Concept art process with over 100 pieces created to inspire 3D art and level design. Iterative refinement shown.
Proprietary game engine development focused on optimizing and evolving between games to enable ambitious designs.
Art, programming, sound design, cinematics, QA testing and simulation techniques showcased.
Sound design emphasized composition, scores, foley, ambient layers and 3D audio support.
Cinematics utilize mocap/performance capture, facial matching for over 2 hours of cutscenes.
Level/environmental art creation inspired by concept art iterations into 3D worlds.
Simulation of up to 3 million rats through particle systems, Houdini and engine optimizations.
QA testing covered gameplay evaluation, bug fixing, developer guidance roles.
Culture appeared dedicated to teamwork, creativity, technical excellence and quality standards.
High production values indicated across disciplines like extensive art, animation, sound and polish.
Transparency shown in detailed explanations of various pipeline aspects and challenges.
Ambition to push technical boundaries and listen to player feedback between entries.
Summary of the document content:
The tour guide provides an introduction and discusses different departments within the studio such as art, programming, sound design, and quality assurance testing.
In the art department, they discuss concept art development and how concept art is used to inspire 3D art and level design. Over 100 pieces of concept art were created.
Programming discussions include using a proprietary game engine, improvements made between games, and optimizations to support increased numbers of simulated rats.
Sound design covers foley recording, ambiance design, music integration, and 3D spatial audio support.
Quality assurance testing encompasses gameplay testing, debugging, providing guidance to developers, and ensuring quality.
Cinematic development is discussed, showcasing motion capture, performance capture, facial animation matching, and integrating over 2 hours of cinematics.
Level design and environmental art creation is demonstrated through multiple concept art iterations and integration into the game world.
Simulation of large numbers of rats (up to 3 million) through particle systems and optimizations is highlighted.
Various workspaces, demonstration areas, and in-development assets are toured.
How concept art is used to inspire 3D art and level design:
The art department creates a large number (over 100 pieces) of concept art to establish the visual style and environments.
Concept art goes through multiple iterative refinements as more details are added.
It is used to inspire the 3D environmental artists and level designers in building out the game world.
Early concept art acts as a skeleton that later art adds more substance and realism to.
Level designers and 3D artists are able to get inspiration and ideas for how to construct levels, environments and assets from the conceptual artwork.
Assets shown changing from early concept artwork to highly detailed 3D versions incorporated into actual game levels.
The concept art process allows the creative vision to be established before full 3D art production and helps guide that production.
So in summary, extensive conceptual artwork forms the basis for the overall art style and acts as a starting point to inspire more realistic 3D art production and level design integration into the actual game.
The proprietary game engine:
The studio uses a custom-built, proprietary game engine to develop their games.
Having their own engine allows for greater flexibility than a third-party engine like Unity.
It enables them to more easily implement ambitious ideas that may be difficult in other engines.
Significant improvements were made to the engine between the first and second games to take advantage of more powerful consoles.
This allowed for things like larger maps, higher rat counts, new gameplay systems, and enhanced graphics.
Programming focuses on optimizing and evolving the proprietary engine to support the creative vision.
Engine changes are highly iterative, informed by ongoing design and testing needs.
Having the engine in-house facilitates close collaboration between programmers and designers.
This aids rapid iteration and adapting the tech to new gameplay prototypes or design requirements.
So in summary, the custom engine provides needed flexibility and creative control, and its ongoing refinement is a core focus of programming to enable ambitious game designs.
Simulating large numbers of rats:
Rat simulations utilize particle systems and other techniques in the game engine and authoring tools like Houdini.
Early experiments included physics-based simulations and tsunami-like waveforms.
Current approach injects velocity vectors in key locations to produce natural-looking wave motions.
Parameters control viscosity, speed, bounce behaviors and other properties.
Dividing simulations into modules allows precise timing/placement by level designers.
Individual rats are not tracked at these large volumes - it's about simulating coherent group movements.
Optimizations between games allowed for greatly increased rat counts from 3000 to 30000 to 3 million.
Simulating impressive numbers of rats at scale creates compelling chase/swarm sequences.
Iterative tweaking synchronized emergent behavior with cutscene/gameplay needs.
So in summary, advanced simulation techniques leverage the latest technology to convincingly portray enormous rat hordes through controllable, optimized crowd systems.
Tricks and techniques for simulating large numbers of rats:
Using particle systems and tools like Houdini to define behaviors and simulations at scale. This allows simulating hundreds of thousands to millions of rats.
Injecting velocity vectors in key areas to create more natural, wave-like swarm motions rather than rigid shapes.
Controlling parameters like viscosity, speed, bounce, etc. to refine the simulation properties.
Modularizing simulations so individual effects/waves can be precisely timed/placed by level designers.
Not tracking rats individually at these volumes, instead simulating coherent group movements and behaviors.
Projecting geometry like rat sprites onto simpler collision proxies rather than using complex 3D geometry for each rat. This reduces draw calls and performance impact.
Generating variations in animation and sounds procedurally so it seems like many unique rats rather than repetitions.
Caching/pre-baking simulations where possible to optimize runtime performance.
Leveraging more powerful consoles to massively increase the number of simulated entities from previous games.
So in summary, particle systems, simplified collision, procedural variation and optimization tricks allowed convincing large-scale rat simulations within technical constraints.
Sound design:
Sound design involves recording foley, designing ambient audio layers, and integrating an original musical score.
Music aims to dynamically support gameplay/story pacing through interactive composition.
Key melodic themes are developed across multiple games to tie the narrative together.
3D spatialized audio is a focus to fully immerse the player in the virtual environment.
Next-gen consoles allow implementation of advanced audio technologies like 3D audio.
Breath sounds and subtle musical cues help establish character emotion/psychology.
Iteration occurs between sound designers, composers and other teams to synchronize audio with visuals/gameplay.
Sample audio showcased how layers like ambient atmosphere, music and effects combine.
Early concept music played to inspire writers during cinematic scripting.
So in summary, thoughtful sound design aims to fully immerse the player through rich ambient spaces, musical storytelling and 3D audio technologies supported by the latest consoles. Cross-team collaboration optimizes the audiovisual experience.
Cinematic development:
Cinematics play an important role in the storytelling and emotional impact of the game.
Motion capture and performance capture is used to capture actor performances.
Facial animation is matched closely to the captured performances through the use of cameras focused on the actors' faces.
Early storyboards help plan and visualize scene beats, timing and flow before capturing performances.
Storyboards can also be used to guide actors in their portrayals.
Extensive cinematics totaling over 2 hours were created for the game.
Iteration occurs to refine cinematics based on gameplay, level design and other factors.
Captured performances are integrated into the game engine alongside visual elements.
Streamers saw some of the raw emotional reactions from players experiencing cinematic moments.
So in summary, motion capture and performance-driven animation is used to create highly cinematic story moments totaling many hours, enhancing the narrative experience.
Level design and environmental art creation:
Concept art goes through numerous iterative refinements to evolve locations from basic sketches to fully realized 3D environments.
Early concepts establish the overall setting and vibe before production begins.
Later concepts add increased detail, lighting, textures and scene-specific elements.
Level designers and 3D artists are inspired by concept art to start constructing in-game areas.
Areas demonstrated include village exteriors, indoor spaces, arenas, camps and story-focused set pieces.
Designs consider narrative beats, gameplay functionality and visual cohesion.
Dozens or hundreds of concept pieces may be made to fully flesh out an environment.
3D versions integrate all design and technical work into the final integrated experience.
Collaboration between concept artists and level/enviromental teams brings each location to life.
So in summary, iterative concept art forms the backbone for fully realized 3D levels through inspiration and implementation by level/environmental production teams.
Quality assurance:
Quality assurance testing is a key part of the development process, alongside activities like programming, art and design.
Testers perform various testing roles from gameplay testing to debugging to providing guidance to developers.
The goal is to help ensure the overall quality of the final game.
Testing is done at every stage from early prototypes through to the finished product.
Testers help catch issues and provide feedback to improve various elements like gameplay, bugs, design choices etc.
It's not just playing the game but involves evaluating many parallel aspects to catch potential problems.
Quality assurance testers work closely with all development teams throughout the project.
Their role is to aid, follow and support the development process from the beginning to deliver the best possible experience.
So in summary, testing plays a vital transversal role in collaborating with other teams to improve the game at every step through comprehensive evaluation activities beyond just gameplay.
Based on the details provided in the document, the quality of production for these games appears to be very high. Some factors that indicate this:
The studio uses a proprietary game engine that they have heavily optimized and improved over multiple titles. This allows them to implement ambitious designs.
Extensive concept art is produced, going through many iterations, to fully visualize all aspects of the game world and story. Over 100 concepts in some cases.
Cinematic cutscenes employ motion capture and involve over 2 hours of professionally captured/animated content.
Sound design creates rich, immersive audio through layering, composition and advanced spatial audio techniques.
Large development teams of 70-75 people, with specialized roles, enable high production values across many disciplines.
Systematic quality assurance testing catches issues at all stages to help ensure polish.
Advanced simulation techniques create impressive, convincing in-game effects like swarms of millions of rats.
Multiple awards and positive press/reception suggest released quality met ambitious creative goals.
Efforts to listen to players and iterate/improve between titles.
The depth of content, optimization efforts, collaborations between specialized teams, creative ambition and polish of things like art, animation and sound all indicate an extremely high standard of production for the games discussed. The studio appears dedicated to quality.
Based on the details provided in the document, some observations about the culture of the production studio include:
Strong emphasis on collaboration between different disciplines like art, programming, design, sound, QA. Suggests an integrated team-focused culture.
Creative autonomy coupled with technical constraints - willingness to adapt designs while optimizing engine capabilities. Balance of art and engineering.
Iterative testing and feedback cycles that help shape the final product. Openness to improving based on player input over multiple games.
Focus on ambitious creative goals and pushing the limits of latest generation technology to enable complex designs. Risk-taking innovative culture.
Passion for the craft evident in discussions - artists, programmers, etc. clearly invested in their work and medium. Sense of pride.
Transparency and enthusiasm in giving a full studio tour and technical explanations. Culture that values knowledge sharing.
Polish and attention to detail across sound, animation, visuals, etc. Quality-driven mindset.
Relative autonomy using their own proprietary engine. Suggests a culture that prizes control and flexibility.
Overall, aspects discussed point to a culture that values creativity, technical excellence, teamwork, continuous learning and sharing knowledge towards ambitious long-term goals. A passionate, quality-focused environment.
0 notes
Text
Inside “Hakan’s War Manager”: Game Design Log — 23
Hey, it’s Omer from Oba Games. This week, let’s talk about the story of our zero-budget independent studio journey while working on Hakan’s War Manager, which you can check out with our playable demo. Zero Budget Means Zero Money First things first, when we kicked off this journey, my brother and I found ourselves on the same page. Both curious about making a game, we thought, “Why not give it…
Tumblr media
View On WordPress
1 note · View note
underbudget-games · 2 years
Text
Welcome to our channel! There isn’t much to share at the moment, but it’s all being worked on and will be slowly rolling out soon. For now stick around to see our finished website, it’ll include:
~About us
~Links to our other socials
~Community Discord server
~Ways to contact us
When fully launched be sure to sign up for our newsletter if you’d like access to exclusive demos, discount codes and staying up to date with the most accurate information.
|
|
|
|
|
#indiegamedev #indiedev #indiegame #indiestudio #wip #new #videogames #games #gamedevelopment
1 note · View note
studiominiboss · 4 years
Photo
Tumblr media
We just donated 1000 BRL to AMPARA Animal to save Pantanal 🌳🐆🌳 Gamers of the world, unite to save our planet! ⮞ Donate here 💙
16 notes · View notes
solingames · 4 years
Text
Looking for Myth, Legend, Fairy-tale writers! *Celtic Mythology!”
Hi there! We’re a small indie-gaming company dedicated to making our project ‘Celtic Hearts’ come to life!
We’re in need of a few writers who can write myths in a fairy-tale style for our game. Celtic Hearts as the name might imply is a game based off Celtic Mythology. We have a list of mythology and stories that need writing. Each one is expected to be about 500-2000 words, though some of the longer ones may be split into two.
This is a long-term project, with about 12 Myths lined up for the demo and more after we’ve been funded by our Kickstarter! We are looking for friendly, dedicated people who would make good additions to our team and would be willing to work with us for the long haul J
If you’re interested, please send a sample of your work, along with your rates to [email protected].
Here is a sample of the type of writing we are looking for!
https://docs.google.com/document/d/1JjK4v2DU9evaQJEuaun9KnUrl0iKdc4m2DFCEYSB1bI/edit?usp=sharing
Game Synopsis
LBGTQ+, Romance, Fantasy
Play as Fianna/ Fionnlagh (MC name is changeable) in a story inspired by Celtic Folklore and filled with mythology, adventure and romance.
Travel to the fantastical country of Irezeme which has been war-torn by two feuding races. The Fomóire Demon Clan, who’ve been gifted their powers from The Dagda, Father God of Ireland and the Tuath Dé Fae Clan, whose powers were granted to them by Brighid, the Hearth Goddess.  The two clans have been fighting one another for over a century, but when the Tuath Dé Clan kills Cledwyn the Fomóire Leader and kidnaps his son, Lorccán, all bets are off, and any last civilities previously afforded by the war quickly gives way to chaos.
Whilst many villages have felt the ravages of the war raging around them, the remote village of Bhfolach has, for the most part, remained untouched…. Until rumours of a demonic halfling in the region begin to surface, and the Tuath Dé Clan sends its warriors to investigate. Instead of securing a halfling, they loot the village of its women, and take them to the warfront to be used as harlots. MC’s sister, Aofie, is among them. When MC returns to find their ransacked village to find their sister missing and their son, Áedán, frightened out of his mind, they enter the fray and set out to Fort Sióg to rescue Aofie and the rest of the village women.
Who they meet on the way and what the results of their meddling are, will be dependent on you and your sense of judgement.
Read with Áedán
Listen to Celtic Mythology stories starring the love interests (under varying aliases and in-story aliases, of course) and read to Áedán!
There will be two play-style elements to this game; the main playthrough, and then a storytelling aspect - each with their own unique art styles. Listen as the characters take you on a journey featuring the stuff of long-gone myths and legends - all the while saving your loved-ones (no pressure, Romeo) and enjoying a fun-filled adventure, of course.
Gameplay
·       There is a choice of 6 MC sprites.
·       Name and pronouns are up to you.
·       What Áedán calls you is up to you!
·       Forge your personality - different choices will change how the MC is able to react to certain situations.
·       Your choices matter; the choices you make may well come back to haunt you, so be prepared!
·       If you're a tough customer, don't fret - there are a total of 9 love interests (that's NINE! Whole love interests!) - 2 of whom are secret routes. There's someone for everyone, so happy (lovd-)hunting! :D
·       Don’t want to play a romantic route- no problem! Aofie’s route is all about family, so if you don't get along with your real-life sibling? Feel free to live vicariously through MC :D
Warning (we're serious, pleader don't TL;DR xD):
While the game itself does not contain any NSFW content (hold the groans of disappointment - we have DLCs and a tumblr), there is, inconveniently, a war going on as you journey, so battles are a very real health-hazard to MC and friends. There are also mentions of torture, though warnings will be tagged on the relevant routes.
 ​
25 notes · View notes
wyrdrengames · 3 years
Photo
Tumblr media
Here is a sneak peek at Theo’s outfits in Spellbound the visual novel.
3 notes · View notes
sopulius · 4 years
Text
Help Unicorn Pirates Studio survive!
Eventually corona came to affect us too and the studio that I founded and work in is facing difficult financial times.
After our first commercial project got cancelled, most of the staff (including me) have been put on forced leave for the time being and a skeleton crew is working on one project, but at this rate it’s looking like we might have to close the studio in the fall. 
Unicorn Pirates Studio is a completely female led game studio and most of our employees identify as LGBTQIA+. Our mission since 2018 has been to create great games for women and the LGBTQIA+ audience.  You can read more about the studio here:  https://unicornpirates.studio/ And here’s links to our social media:  Facebook: https://www.facebook.com/UnicornPirates/ Instagram: https://www.instagram.com/unicornpirates/ Twitter: https://twitter.com/UnicornPirates_ Linkedin: https://www.linkedin.com/company/unicorn-pirates-studio/ To help us get some traction and a bit of revenue on the side to bridge the gaps and to get some of our staff back to work, we created a sticker app for iMessage, LGBTQIA Unicorns.  It’s available worldwide on Apple App Store and we are looking into getting the stickers to Whatsapp and to Facebook messenger. We are also investigating if we can get the sticker app to Line, Kakao, Viber and Telegram.  You can get LGBTQIA Unicorns here: https://apps.apple.com/us/app/lgbtqia-unicorns/id1522276239?ign-mpt=uo%3D2 Please buy the app and please share this post if you can’t buy the app! Please help us! 
If you have advice or tips please message me, but you can also contact our social media directly.  
Tumblr media
8 notes · View notes
kirousgames · 2 years
Photo
Tumblr media
This is Kirous Games! Kirous is currently building a game called Rustforge. Rustforge is a game about crafting, automation and exploration on procedurally generated planets.
2 notes · View notes
afroduckstudios · 4 years
Photo
Tumblr media
We are excited to invite you to test out our beta version of Zakumba: Episode Astraia. To enter for a chance to win, reblog this post! Winners will be selected at random. 
4 notes · View notes
waikikired · 4 years
Text
Tumblr media
Trying something a bit more magical
3 notes · View notes
retzgamingdays · 4 years
Photo
Tumblr media
A Retz Cart? I wonder what this is for... #RetzGame #PixelArt #Pixel #IndieGameStudio #IndieStudio #pyxel #indiegame #indiedev #gamedev #indie #cartridge #retz #retro #retroaesthetic https://www.instagram.com/p/B-hYAUaHTfs/?igshid=s2c0ieg4feu4
1 note · View note
reign-man-supreme · 4 years
Video
Me doing me, I'm in the lab making a few new things. Not sure if I'm dropping this joint, it's gonna be up for grabs when I'm done. I am back in the lab though, getting ready for a new EP, get your fill of supreme because there is more to come....👑✌🏿 #newmusicalert #newmusic #musicvideo #studio #studiorecording #thelab #studioporn #audioporn #indiestudio #independentartist #hiphopsoul #classicrap #newagehiphop #rockit #rapper #emcees https://www.instagram.com/p/B4oTwTQAjJm/?igshid=58lhu1aq5cq2
1 note · View note
freeplayfrenchie · 5 years
Photo
Tumblr media
I got to check out our sister studio yesterday @electricsqgames and it was so cool! Such great open plan spaces and even arcade games just like hanging around?! That will never not impress me - when you've worked in shit places you really come to appreciate that kinda stuff. They're hiring atm so any graduates out there defo look them up - they're based in Brighton! . . . . . #gamejobs #devgamejobs #electricsquare #indiestudio #indiegames #electra #brighton #brightongames #brightonjobs #gradjobs #gamesgrad #gamesindustry #gamergirl #girlgamer #gamergirls #girlgamers #ps4 #playstation #playstationplayer #gaming #gamer #games #videogames #xbox #xboxone https://www.instagram.com/p/Bwqz7ypgnDH/?igshid=1h1nwxmsfyc67
1 note · View note